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struct TestStructure
{
uniform float f;
uniform float1 f1;
uniform float2 f2;
uniform float3 f3;
uniform float4 f4;
};
// don't reference TEXCOORD0, it's and alias for POSITION
void fragment_program( in float4 normal : TEXCOORD1,
in float4 col : COLOR0,
out float4 color : COLOR,
uniform TestStructure testStructure1,
uniform TestStructure testStructure2,
uniform float3 lightFocalPoint,
uniform float3 lightPosition,
uniform float3 cameraFocalPoint,
uniform float3 cameraPosition
)
{
float3 lightVec = lightFocalPoint - lightPosition;
float3 eyeVec = cameraFocalPoint - cameraPosition;
float ne = dot( normal.xyz, normalize(eyeVec) );
// Halfway Vector varies once per object
float3 H = normalize( lightVec + eyeVec );
float diffuse = max(0.0, dot(normalize(normal.xyz),normalize(lightVec)));
if( 0
// || testStructure1.f != 1.0
// || testStructure1.f1.x != 1.1
// || testStructure1.f2.x != 1.1
// || testStructure1.f2.y != 1.2
// || testStructure1.f3.x != 1.1
// || testStructure1.f3.y != 1.2
// || testStructure1.f3.z != 1.3
// || testStructure1.f4.x != 1.1
// || testStructure1.f4.y != 1.2
// || testStructure1.f4.z != 1.3
// || testStructure1.f4.w != 1.4
|| testStructure2.f != 2.0
|| testStructure2.f1.x != 2.1
|| testStructure2.f2.x != 2.1
|| testStructure2.f2.y != 2.2
|| testStructure2.f3.x != 2.1
|| testStructure2.f3.y != 2.2
|| testStructure2.f3.z != 2.3
|| testStructure2.f4.x != 2.1
|| testStructure2.f4.y != 2.2
|| testStructure2.f4.z != 2.3
|| testStructure2.f4.w != 2.4
)
{
color = float4( 1.0, 0.0, 0.0, 1.0 );
}
else
{
color = (0.5 + diffuse) * col;
color.a = 1.0;
}
}
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